D3D11_COLOR_WRITE_ENABLE enumeration

Identify which components of each pixel of a render target are writable during blending.

Syntax

typedef enum D3D11_COLOR_WRITE_ENABLE {
  D3D11_COLOR_WRITE_ENABLE_RED,
  D3D11_COLOR_WRITE_ENABLE_GREEN,
  D3D11_COLOR_WRITE_ENABLE_BLUE,
  D3D11_COLOR_WRITE_ENABLE_ALPHA,
  D3D11_COLOR_WRITE_ENABLE_ALL
} ;

Constants

D3D11_COLOR_WRITE_ENABLE_RED Allow data to be stored in the red component.
D3D11_COLOR_WRITE_ENABLE_GREEN Allow data to be stored in the green component.
D3D11_COLOR_WRITE_ENABLE_BLUE Allow data to be stored in the blue component.
D3D11_COLOR_WRITE_ENABLE_ALPHA Allow data to be stored in the alpha component.
D3D11_COLOR_WRITE_ENABLE_ALL Allow data to be stored in all components.

Remarks

These flags can be combined with a bitwise OR.

Requirements

   
Header d3d11.h

See also

Core Enumerations